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Found 44 results

  1. Hi, So, I following this tutorial and got stuck at the actual web shooting part which happens at 43:00. He did it with vops, is it possible to apply the same principle to achieve it with vex? Maybe by moving it back to rest position? I tried it with a carve node but the transformation isn't as smooth as the one in the video. I have attached the HIP file below for reference. and spider_web.hip
  2. Surface Advection [Houdini.School]

    Hi all, just wanted to let people know https://www.houdini.school is having a 15% off Labor Dale sale. Use LABOR15 at checkout. Ends September 6th, 2021 PDT, so move quick. The sale includes new classes too. I have a brand new live class coming late September as well called Surface Advection. You can enroll and view a teaser video here: Surface Advection
  3. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  4. Hi, I've created a basic picket fence setup. Each picket is positioned on a ground fence segment based on its width, as well as the segment's length. There's a curve_height that I want each individual picket to extend to. I'm currently stuck as to which part of the for-loop to put it in. The curve_height section is in the red network box. Thanks for the help. picketFence_w21_alternateHeight1.hipnc
  5. Tubes to curves

    Hi guys, may I ask for a quick way of converting geo tubes into straight splines? ATM I'm abusing the fracture tools to generate single constraints withing the center of mass and a join afterwards. Kinda works but wth some flaws. A few lines show discontinuities/breakups. Disabling "only connected" on the join node adds quite a few new splines what I dont want. So is there a quick and dirty way of getting to some fine splines? Some node I dont think of? An alternative would be looking for points with a neighboutcount < 2 which are not at the max or min of curveu and connect them - or something like, I guess.
  6. Hey all, I've been having an issue figuring out the best way to make panels move along a curve - constrained to each other. Like chains, tank treads, sectional garage doors, etc. I've attached an image of the issue, the black dots would be wheels on a rail. It looks like the chain sop uses curveu to control the objects position along the curve, which fails when the movement axis changes from a single direction to a mix of the two. IE as it rounds the bend the top pivot point travels a longer distance than the bottom pivot point. I've got one thought which is to create points that are constrained via distance to the previous point, which are all constrained to slide along a path. Is this possible in vellum now with the slide constraint? Each point would be a position constraint for the bottom of one object, and a 'look at' constraint for the next object down the path. If the distance is maintained between each point then theoretically it'll always be a seamless assembly of chain-links or a tank tread. I just can't believe there isn't a simpler way or something that has been done before, it seems like this would've been solved years ago. Maybe there's some math or CHOP to interpolate point distance along the path? Maybe some sort of for loop where it changes a points curveu attribute until the correct point distance is achieved? Thanks much for the advice!
  7. Issues with curves

    Hello everyone, I am new to Houdini and was wondering how to solve an issue regarding the overlapping or intersection of curves. As you can see in the supplied images the curves become messy and extremely close to one another. Is there a method in order to be able to either delete curves that are inside a certain proximity to one another? Or delete every second curve? Or identify where there is a cluster of lines or points and delete them? Im not sure of the best method to resolve this issue so any help would be appreciated. (Apologies for the terrible screenshot images, the first is of the entire line network, and the second is a close up on the knee which shows some of the overlapping / cluster of lines.) Thanks very much.
  8. Hi guys, I'm looking a way to refine my trace node import (iges). Is there a way to keep point only at angle? to keep it clean when extruding.. Thank you for you help.
  9. Hey Guys! I'm trying to find a way to interact Vellum Grains with curves using Vellum Hair/Cloth. Attached you can find a test scene where you can see an simple example. In this example there is a switch node with three different setups: 1) Hair 2) Grains 3) Cloth My goal is to have both interacting with other, in a mutual setup. But only grains seems to work... But not as I expect, cause I'd like to have a stiffer line behaviour. I know hair can give us this, but how to make them interact? Thanks a lot! Cheers. grains_interaction_test.hiplc
  10. Hi everyone, I'm trying to bake to texture a bunch of curves running along a surface. I'm wondering if someone can suggest a more effective solution than the rough one I've already figured it out. I basically made a color attribute transfer form the curves to a very high subdivided mesh, but the results I get are not clean at all and because of the very high subdivision level the system is prone to crashing. (Then I obviously proceeded with a bake texture rop). Am I on the right way? How to get smoother and less jagged lines? I attach a hip file (I turned down the subdivision to 3, I ran at 6) and some screenshot. Cheers curves to texture.hip
  11. I've got a curve that I want to attach to a piece of geometry. The connection should be smooth, more like roots of a tree, and not with a hard angle. How can I make my curve follow the shape of the surface I want it to connect to for a bit? Everything I came up with was either not really working or way too complex for this relatively simple idea. Just see the picture for a more elaborate description of what I want to achieve. Red = wrong, green = the kind of connection I'm looking for, following the target object's curvature for a bit.
  12. Hi, Anyone knows a good way to deform groom using sim curves? as guidegroom deform doesn`t seem to work for me and pointdeform has some other issues. Do I really have to sim low res curves and then apply hairgen for full res? Problem is that i have my groom done already and want to sim approx 10% of curves and only the long ones and deform my groom by those curves. Obviously I can`t acces Furtility, so is there any other good way using Houdini to do it? Thanks Here is the simple example of what I`m talking about: groomDeform.hip
  13. Poly Carve SOP

    http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
  14. I'm running into an issue. I'm using the convert node to change my wires to NURBS. However, when I render these out it renders them as if the conversion hasn't happened. Is there a good reason as to why this is happening?
  15. Mesh from Lines (leaf)

    Sup guys, What would be the best way to create a mesh from these lines? Scene file attached Leaf_v0102.hip
  16. How do I skin connected curves?

    Hi all, I have a more comlex issue to solve but have essentially boiled it down to not being able to skin a curve that splits off like the T junction shown below. How would i be able to skin the curves shown whilst maintaining the flow and connection of the curve? Thank You all SkinningCurvesProblem.hip
  17. Branching curve?

    Hey everyone I am making a road system that dynamically deforms the terrain and for the most part it works great however every individual street is its own curve then merged and fused together. The problem is I will end up with 100's of curves and if I want to go back and adjust a point I have to go through all of them to find the right curve then adjust the 1 point. What Im looking for is a way to have a single curve node that branches off like in the image. Does anything like this exist or is there a solution so I dont have 100's of different curve nodes? Thanks!
  18. Smoothing 90 degree curve turn

    Hello, magicians I'm new to houdini, but I have a task that I decided to tackle in houdini this time, seems fitting. I apologize in advance if this topic was covered, my searches didn't result in anything. Please take a look at the attached image, mainly the lines, their forms. My task is to create a system that will generate random line pattern of this sort. If you could point me in the right direction as far as how to achieve 90 degree turn smoothing in a constant manner, ignoring the length of the curves creating the turn (where smoothing the curve doesn't seem to give constant results, obviously), also the way lines are built, with such distances, my first thought was algorithm similar to Entagma tutorial (http://www.entagma.com/vex-space-filling-curves-aka-that-windows-95-screensaver/), but I don't really understand how to adapt it to create patterns I am after. Thank you for any tips, every advice is appreciated. Vadym
  19. Hi guys, Is there any way to export curves from houdini apprentice?
  20. Roll-up curve

    Hi there, here is my attempt to solve "Roll-up Curve" in single wrangle node scene file available on Patreon: https://www.patreon.com/mkgrafics RollnRoll_1_1_1.mp4 RollnRoll_3.mp4 parameters.mp4
  21. Curves Boolean

    I'm kind of new to houdini so this question maybe very simple but I just couldn't find away to do it. how can I combine 2 curves into one and get just the outline like the image attached. I need to use it in a sweep SOP as backbone. I tried the Boolean SOP but it didn't work. Thanks Ali
  22. Good day everyone! I have another problem: cannot extrude multiply edges\curves (which set in SOP as primitives) in one direction. I quess it's cause of vertices direction, but while I used attribVOP... that didn't help. That trouble appears after "resample" node (but I need this node in exact order of my pipeline). I attach current result of "extrude" node and another image, where edges has been extruded properly (to one direction): Thank you
  23. In Houdini 16 when you drew a curve, you would get a handy tool that would show a dot on the XZ plane so you could see where on that plain you were placing your CV points and a vertical line from that dot to where you would be placing in the Y direction. This was great for allowing you to get a representation of 3D space on a 2D screen. As of 16.5 the curve drawing tool doesn't seem to have these visualisations enabled, making curve drawing rather frustrating. Is anyone able to tell me if it is possible to enable this feature, or if it was removed, or if it is just a problem with my setup? Picture: This is what it used to look like when you drew a curve. [attach]Screen Shot 2018-08-01 at 11.04.22 am.png[/attach] Thanks!
  24. Stylised Trails

    Hi Guys, I need a little advice. I am trying to create trails that have a look similar to the image below. My initial thought was to scatter points on a circle with an initial velocity and then advect them through a volume using curl noise...before using an add sop to group by id (Hip file attached). I am having difficulty trying to replicate the look and feel of the trail animation in the video below at 0.24. The trails appear very wispy and almost fluid like. If someone can help point me in the right direction that would be greatly appreciated. Many thanks, Clive Test_Curves.hip
  25. Curves/Shape From Points Help

    Hey guys, so I'm taking some geo - - deleting away everything but the boundary points - in order to then create an edge using the ADD sop - take this and create polygons inbetween Currently I cant get the winding order/connecting order of my points right on more complex shapes with holes inside as such, heres my hip file any ideas or suggestions would be great! Thanks, C HoudiniHelpAddSop.hip